Re: [SOLVED] Rendering OpenGL in timed loop (CoreVideo).
Re: [SOLVED] Rendering OpenGL in timed loop (CoreVideo).
- Subject: Re: [SOLVED] Rendering OpenGL in timed loop (CoreVideo).
- From: Brian Bruinewoud <email@hidden>
- Date: Sun, 12 Apr 2009 16:56:31 +1000
That did it, adding
[[ self openGLContext ] flushBuffer ];
To the end of getFrameForTime: did the trick.
Thanks.
On 12/04/2009, at 03:13 , Michael Ash wrote:
On Sat, Apr 11, 2009 at 2:20 AM, Brian Bruinewoud
<email@hidden> wrote:
Ok. That "works". I was coming from an NSOpenGLView example where
the view
sets the context before the drawRect is sent.
Any it, doesn't crash/hang/stop now, but it doesn't draw anything,
either...
:(
Does identical code placed in drawRect: (without the context setting
stuff, of course) draw? If so, it's probably a flushing problem. Be
sure to flush your GL context before you exit.
I thought of another possible approach. Since NSOpenGLView tries to
act like a regular NSView, it may be sufficient to wrap your calls in
a lockFocus/unlockFocus pair.
Mike
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